Panzer Grenadier Battles on May 2nd:
Army Group South Ukraine #5 - Not as Planned Broken Axis #20 - Târgu Frumos: The Second Battle Scenario 9: Day of the Gunners
Army Group South Ukraine #7 - A Worthless Diversion Broken Axis #21 - Târgu Frumos: The Second Battle Scenario 10: The Lion's in Town
Army Group South Ukraine #8 - Panzer Lion I: The Main Thrust Broken Axis #22 - Târgu Frumos: The Second Battle Scenario 11: Valley of Fire
Army Group South Ukraine #9 - Panzer Lion II: Targu Frumos Grossdeutschland 1944 #18 - Mount Hushenei
Army Group South Ukraine #10 - Panzer Lion III: A Promising Start Grossdeutschland 1944 #19 - Tank Battle at Ruginoasa
Broken Axis #15 - Târgu Frumos: The Second Battle Scenario 4: Questionable Effort Panzer Lion #1 - Those Brave Boys
Broken Axis #16 - Târgu Frumos: The Second Battle Scenario 5: Failure on the Flanks Panzer Lion #2 - Corntesi Town
Broken Axis #17 - Târgu Frumos: The Second Battle Scenario 6: Primary Objective Panzer Lion #3 - Facuti Town
Broken Axis #18 - Târgu Frumos: The Second Battle Scenario 7: Târgu Frumos Panzer Lion #4 - Polieni Town
Broken Axis #19 - Târgu Frumos: The Second Battle Scenario 8: Combined Arms Panzer Lion #5 - Clearing the Valley
Even a hero can have a bad day
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario AirI001

In this scenario the Americans need to capture the town in 0412 to win. A secondary victory condition is harder as they need to destroy 5 German steps. Setup for the Americans is restrictive and I start the all the Americans in hex 0814. This gives them a chance to get near the town in 0613 and take it before the German reinforcements get into position. The Germans get strongpoints in both towns, 0412 and 0613, and combat units around 0509. The GREN, HMG and ENG setup in 0409 so they can rush to reinforce 0412 and the MTR are in 0509 for support. The wildcard is the strongpoints, if the Germans get a good random pick it will be a long day for the Americans.

The Americans get lucky and are able to rush the empty strongpoint in 0613. Germans move there units to 0412. They will keep all their units in 0412 as they have little to fear from the shift for stacking yet have a good defensive group in the hex. The Americans move to 0513 and are hit with Op fire and disrupted a second unit moves in an survives. Germans mortars start their bombardment for the advancing Americans. At this point the strongpoint is revealed and it is the 4-3 strongpoint. Very tough for the Americans.

The Americans try a few turns of DF but in the exchange the Americans lose a step and have both infantry units demoralized and retreat back to the town in 0613. American reinforcements arrive in 0213 and move into cover at 0314. The next assault has the Americans move into the swamp to try to use it for cover. DF fire from 0314 is has no effect on 0412 while the others move. German Op fire is weak and the Americans are in position for an assault.

The Americans attempt some DF fire and disrupt the HMG before the assault. The Germans can't rally and the Americans move in. In the assault the Americans get bad rolls and lose another 2 step while just disrupting the GREN. At this point the 0513 move to assault, but to get bad rolls and lose a step.

At this point the Americans don't have much of a chance with just half platoons to assault with, so the scenario ends with a Germans win. Historically, this shows how the Americans had a tough time with the initial assaults after the airdrop. From a game perspective this is tilted toward the Germans. I would look to remove the German HMG which would give the Americans more of a chance.

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